/// <summary>
 /// Initialize savegame windows
 /// </summary>
 public void InitializeWindows()
 {
     // Make help window
     helpWindow = new WindowHelp();
     helpWindow.SetText(helpText);
     // Make save file window
     savefileWindows = new WindowSaveFile[4];
     for (int i = 0; i < 4; i++)
     {
         savefileWindows[i] = new WindowSaveFile(i, MakeFilename(i), container);
     }
     // Select last file to be operated
     fileIndex = InGame.Temp.LastFileIndex;
     savefileWindows[fileIndex].IsSelected = true;
     // Loading is now possible
     isLoadingReady = true;
 }
Exemple #2
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        /// <summary>
        /// Frame Update (when buy window is active)
        /// </summary>
        void UpdateBuy()
        {
            // Set status window item
            statusWindow.Item = buyWindow.Item;
            // If B button was pressed
            if (Input.RMTrigger.B)
            {
                // Play cancel SE
                InGame.System.SoundPlay(Data.System.CancelSoundEffect);
                // Change windows to initial mode
                commandWindow.IsActive = true;
                dummyWindow.IsVisible  = true;
                buyWindow.IsActive     = false;
                buyWindow.IsVisible    = false;
                statusWindow.IsVisible = false;
                statusWindow.Item      = null;
                // Erase help text
                helpWindow.SetText("");
                return;
            }
            // If C button was pressed
            if (Input.RMTrigger.C)
            {
                // Get item
                item = buyWindow.Item;
                // If item is invalid, or price is higher than money possessed
                if (item == null || item.Price > InGame.Party.Gold)
                {
                    // Play buzzer SE
                    InGame.System.SoundPlay(Data.System.BuzzerSoundEffect);
                    return;
                }
                // Get items in possession count
                int _number = 0;
                switch (item.GetType().Name)
                {
                case "Item":
                    _number = InGame.Party.ItemNumber(item.Id);
                    break;

                case "Weapon":
                    _number = InGame.Party.WeaponNumber(item.Id);
                    break;

                case "Armor":
                    _number = InGame.Party.ArmorNumber(item.Id);
                    break;
                }
                // If 99 items are already in possession
                if (_number == 99)
                {
                    // Play buzzer SE
                    InGame.System.SoundPlay(Data.System.BuzzerSoundEffect);
                    return;
                }
                // Play decision SE
                InGame.System.SoundPlay(Data.System.DecisionSoundEffect);
                // Calculate maximum amount possible to buy
                int _max = item.Price == 0 ? 99 : InGame.Party.Gold / item.Price;
                _max = Math.Min(_max, 99 - _number);
                // Change windows to quantity input mode
                buyWindow.IsActive  = false;
                buyWindow.IsVisible = false;
                numberWindow.Set(item, _max, item.Price);
                numberWindow.IsActive  = true;
                numberWindow.IsVisible = true;
            }
        }